Hydralisk

The evolutionary matrix of the caterpillar-like herbivorous Slothien was supercharged by the original Overmind, who twisted the hapless creatures into nightmarish killers known as Hydralisks. Within the plates of their carapaces, Hydralisks house hundreds of armor-piercing spines that can be fired in volleys at enemies approaching from ground or air. The remarkable musculature of the Hydralisk (4,000 muscles compared to a Terran’s 629) can launch a Needle Spine at astounding speeds, easily penetrating 2 centimeters of solid neosteel even at maximum range. Under any circumstances, massed groups of Hydralisks should be approached with extreme caution, and preferably with Siege Tank support.

Enables all Zerg ground units to use the Burrow ability. Burrow allows a unit to take cover underground, rendering it unable to attack. A burrowed unit is invisible unless revealed by detectors or effects.

Hotkey: B

Cost: 100 100

Build time: 100

Grooved Spines

Increase the attack range of Hydralisks by +1.

Hotkey: G

Cost: 150 150

Build time: 80

Muscular Augments

Hydralisks move 25% faster off creep.

Hotkey: A

Cost: 150 150

Build time: 100

Weapon:

Needle Spines

Target: Any

Range:
5

Speed:
Fast

Type: Normal (Ranged)

Damage: 12 (15)

Ability:

Burrow

Buries the unit underground. Burrowed units are unable to move or attack, but they cannot be seen without detection.

Hotkey: R

Requires: Burrow

Duration: 2

3D Model

Basic information

Race:

Zerg

Life:

80

Regeneration: 0.273

Armor:

0
(3)

Movement:

Normal

Acceleration: 1000Turn Rate: 999.844

Cargo Size:

2

Attributes:

Light -
Biological

Production

Producer:

Larva

Hotkey:

H

Requires:

Hydralisk Den

Cost:

100
50

Supply:

2

Build time:

33

Combat

Upgrades:

Zerg Ground Carapace Level 1

Upgrades the armor of all Zerg ground units.

Hotkey: C

Cost: 150 150

Build time: 160

Zerg Ground Carapace Level 2

Further upgrades the armor of all Zerg ground units.

Hotkey: C

Cost: 225 225

Build time: 190

Zerg Ground Carapace Level 3

Maximizes the armor of all Zerg ground units.

Hotkey: C

Cost: 300 300

Build time: 220

Zerg Missile Attacks Level 1

Upgrades the attacks of all Zerg ground ranged units.

Hotkey: A

Cost: 100 100

Build time: 160

Zerg Missile Attacks Level 2

Further upgrades the attacks of all Zerg ground ranged units.

Hotkey: A

Cost: 150 150

Build time: 190

Zerg Missile Attacks Level 3

Maximizes the attacks of all Zerg ground ranged units.

Hotkey: A

Cost: 200 200

Build time: 220

Burrow

Enables all Zerg ground units to use the Burrow ability. Burrow allows a unit to take cover underground, rendering it unable to attack. A burrowed unit is invisible unless revealed by detectors or effects.

Hotkey: B

Cost: 100 100

Build time: 100

Grooved Spines

Increase the attack range of Hydralisks by +1.

Hotkey: G

Cost: 150 150

Build time: 80

Weapon:

Needle Spines

Target: Any

Range:
5

Speed:
Fast

Type: Normal (Ranged)

Damage: 12 (15)

Ability:

Burrow

Buries the unit underground. Burrowed units are unable to move or attack, but they cannot be seen without detection.

Hotkey: R

Requires: Burrow

Duration: 2

SPECIMEN ANALYSIS

SERRATED MANDIBLES

NEEDLE SPINES

CLAWS

HYPERACCELERATED METABOLISM

ENTRY 1/4

Recent studies suggest that the thick mandibles of the herbivorous Slothien were subjected to forced evolution to increase their effectiveness. With an estimated bite force of 5000 pounds per square inch, the Hydralisk’s jaw can easily cut through flesh, bone, or neosteel.

The caterpillar-like Slothien were once covered in fine bristles coated with mild paralytic venom to discourage predators. After their assimilation, this innocuous defensive trait gave way to highly poisonous armor-piercing spines. When ready to attack, the formidable musculature of the Hydralisk contracts, releasing large volleys of lethal biological ordnance.

Grown from the relatively soft ribs of the Slothien, and hardened through genetic manipulation, these tri-bladed scythes are formidable weapons in close quarters combat. The high-density bone blades are connected to a set of fast-twitching, striated muscles, which allow for great striking power with a modest range of motion—deadly even in restricted mobility scenarios such as tight corridors or trenches.

Hydralisks are fearless, living weapons. Their endocrine and adrenal systems have been altered for that purpose, and the chemicals pumped into their bloodstream effectively force them to live in a perpetual “fight response.” Some Hydralisk variants seem to be able to overcharge their specialized endocrine system, substantially increasing aggression and savagery.

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General Strategy

High-damage ranged unit.

Able to attack air and ground units.

Best paired with other unit types to protect their high damage output from enemies.

Can improve attack range with Grooved Spines upgrade.

Can burrow with Burrow upgrade.

Can improve movement speed off of creep with the Muscular Augments upgrade.

Strong Against

Weak Against

Evolutions

Burrow: Allows the unit to take cover underground, rendering it unable to attack. A burrowed unit is invisible unless revealed by detectors or effects.

Grooved Spines: Increases Hydralisk range by 1.

Muscular Augments: Increases Hydralisk movement speed when off of creep.

Countermeasures

TerranVS

Use vehicles such as Siege Tanks in Siege Mode to attack Hydralisks from range. Siege Tanks are especially effective when Hydralisks are grouped which can give you the opportunity to eliminate multiple Hydralisks at once.

Hellions with upgrades kill Hydralisks quickly. Make sure to approach the Hydralisk pack to maximize on the splash damage.

ZergVS

Swarms of upgraded Zerglings are able to swiftly surround and destroy individual Hydralisks; similarly, Banelings get a significant boost to their detonation damage against Hydralisks.